Gleb Mazovetskiy
1cdd76b617
Remove PCX rendering code
...
We no longer render PCX
4 years ago
Gleb Mazovetskiy
0cd035ef61
Load PCX as CL2
...
Similar to #5059 , which converted CEL to CL2 at load time,
we now do the same for PCX.
Some size stats: https://gist.github.com/glebm/067bf1ec73f9d14514932cfe237e4e8e
Notably, fonts RAM usage is decreased by ~35%.
4 years ago
ephphatha
9e76cd4ab7
Use object pointer for pcursobj
4 years ago
Gleb Mazovetskiy
43a5d91074
Remove CEL rendering code
...
We no longer render CEL
4 years ago
Gleb Mazovetskiy
8ca71272b8
Load all CEL as CL2
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Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.
CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97
Memory:
* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)
Performance on rg99:
* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).
4 years ago
Gleb Mazovetskiy
adf40f5c80
misc_msg: Always use `lParam` for mod state
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Previously, keyboard events used `lParam` for modifier key state,
while mouse events used `wParam`.
Changes the mouse events to use `lParam`, which allows us to
change `lParam` to `uint16_t`.
Demo migrated with a script.
4 years ago
Gleb Mazovetskiy
4c1dbaba72
Demo mode: Handle endianness
4 years ago
Gleb Mazovetskiy
f9b9a7de9d
CL2 render: `Point` position argument
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Bring the CL2 API closer to CEL and PCX.
4 years ago
Vladimir Olteanu
8fd3be67b5
Refactor VisionCrawlTable
4 years ago
Gleb Mazovetskiy
ea1087dfeb
Use `StrCat` in a few more places
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Now `fmt` is only used for more complex formatting and for translations.
4 years ago
Gleb Mazovetskiy
6f01fb6b79
Unify CEL/PCX/CL2 render functions
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Except for the outline rendering.
4 years ago
Gleb Mazovetskiy
a4ac41cece
Replace `DVL_VK` virtual key codes with `SDLK`
4 years ago
Anders Jenbo
74eacc1794
Clean up color cycling ( #4966 )
4 years ago
Gleb Mazovetskiy
70364013b0
Fix fmt v9 deprecation warnings
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Version 9 of libfmt deprecates printing `enum` without casting it to an
integral type explicitly (consistent with `enum class`).
4 years ago
Mikołaj Piróg
c38db60d0b
Remove monster name member from monster struct ( #4986 )
4 years ago
Anders Jenbo
ac2bf9aaac
Limit what gets called in headless mode
4 years ago
obligaron
ebfb519ee0
Rename gbQuietMode to HeadlessMode
4 years ago
obligaron
40283ca69e
Introduce timedemo based tests
4 years ago
obligaron
bab9baa42a
Handle gbQuietMode for paths in StartGame
4 years ago
ephphatha
1337ff6ea2
Add check if a monster potentially has leashed minions
4 years ago
Gleb Mazovetskiy
33ac2cca8e
♻️ Make Monster counters `size_t`
4 years ago
Anders Jenbo
3d08f951d6
Clean up use of miniwin
4 years ago
Anders Jenbo
3ae834148a
Split event handeling from general miniwin features
4 years ago
Anders Jenbo
2d21fc372e
Remove more miniwin code
4 years ago
Trihedraf
5ee6e5dd3a
Make zoom a setting in the menu ( #4931 )
4 years ago
Anders Jenbo
6a8fd04067
Use player by references ( #4938 )
4 years ago
Andrew James
593a9f3b4b
Pull distinct points from VisionCrawlTable used by guardians ( #4844 )
4 years ago
Gleb Mazovetskiy
197e1180b2
Add StrCat and StrAppend
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Adds simple string / integer concatenation functions.
Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.
`StrCat` is an easier-to-read alternative to such uses of `fmt`.
4 years ago
ephphatha
7c54066f31
Use PickRandomlyAmong when choosing between two options
4 years ago
ephphatha
bc0a058350
Invert FlipCoin
4 years ago
Gleb Mazovetskiy
c8ddf7df65
Crawl: Move implementation from header to cpp
4 years ago
Gleb Mazovetskiy
2f09c20b08
cel_render: Remove unused `LineEndFn`
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This was used for stippled transparency which we no longer support.
4 years ago
Cesar Canassa
bb3fb36ddc
✨ Introduces FlipCoin() ( #4908 )
4 years ago
Vladimir Olteanu
f463f08642
Refactor FindClosestValidPosition to use Crawl
4 years ago
Cesar Canassa
e538acb248
📝 Fixes Doxygen warnings ( #4904 )
4 years ago
Mikołaj Piróg
15989609a8
Members' name changes and comments in Monster struct ( #4861 )
4 years ago
obligaron
3c571bf64b
Avoid overflow of tickCounterOfCurrentFrame ( #4893 )
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* When MFLAG_ALLOW_SPECIAL is set, don't call processAnimation (avoid overflow of tickCounterOfCurrentFrame)
4 years ago
Gleb Mazovetskiy
aeb8f9ee91
points_in_rectangle_range.hpp: Fix line endings
4 years ago
Gleb Mazovetskiy
eb8721885d
Fix clang warnings
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As seen in the Xbox NDK build.
4 years ago
k-bar
26de74f4a2
AnimationInfo class correct style ( #4870 )
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* AnimationInfo class correct case-style for private members
clang-tidy warnings:
readability-identifier-naming invalid case style for private member
* AnimationInfo class correct case-style for members
clang-tidy warnings:
readability-identifier-naming invalid case style for member
* AnimationInfo class correct case-style for methods
clang-tidy warnings:
readability-identifier-naming invalid case style for method
* AnimationInfo class use nodiscard
clang-tidy warnings:
modernize-use-nodiscard function should be marked [[nodiscard]]
4 years ago
Gleb Mazovetskiy
6949a6f418
Monster: Remove MType/MData pointers
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These pointers are redundant, replaces them with methods.
4 years ago
Gleb Mazovetskiy
d152d2c0fb
Add OptionalOwnedCelSprite
4 years ago
Gleb Mazovetskiy
21dc7f553d
Add OptionalCelSprite: smaller than std::optional
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`CelSprite` data pointer can never be `nullptr`.
We implement a smaller `optional` for it by taking advantage of that.
4 years ago
obligaron
e87aca38bb
Change animation frames and tick per frame to int8_t
4 years ago
Anders Jenbo
b00ae287b8
Minimize propegation of global Players index
4 years ago
Gleb Mazovetskiy
92b6be4302
Fix `Point#*Distance` functions for unsigned types ( #4857 )
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The `-` converts everything to unsigned if one of the operands is
unsigned. Convert everything to int before calculating.
4 years ago
ephphatha
0f1ac758d8
use a smaller buffer
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fmt::memory_buffer uses 500 bytes by default, go back to a 12 byte char array to avoid all the cruft
4 years ago
ephphatha
d6120f05bc
Only call fmt::format_to when the FPS value updates
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Don't even need to initialise the buffer since the last update time is set when DiabloInit is called, then as long as the loading screen takes more than a second the threshold gets hit to call format_to on the first frame of gameplay.
4 years ago
Andrew James
a083b76ec4
Avoid casting unnecessarily in worldToNormalScreen ( #4852 )
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This doesn't trigger warnings on msvc, not sure about other compilers. Also added asserts to all functions performing rotations to match Rotate()
4 years ago
Gleb Mazovetskiy
72660d9189
Migrate snprintf to fmt ( #4845 )
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* Migrate `app_fatal` from printf to libfmt
* Migrate snprintf to fmt
4 years ago